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  1. - Top - End - #1
    Pixie in the Playground
     
    ClericGuy

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    Default Good, Law, Chaos and Evil domains

    Am I the only ones who find these extremely useless?

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    Bugbear in the Playground
     
    streakster's Avatar

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    Default Re: Good, Law, Chaos and Evil domains

    Yup, you are. They could be better, but they're far from useless.
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    Titan in the Playground
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    Default Re: Good, Law, Chaos and Evil domains

    I dunno... They're not quite as bad as the Healing domain, but they're still a lot weaker than any other domain. Most of their spells are already on the cleric list (Law gives you two new spells; the others give you only one), and the granted power doesn't give you any new capabilities, it just slightly increases the power of a small number of your spells (really, how many spells are there with the alignment descriptors?). It just doesn't really stand up to Travel, or Strength, or Luck, or the elemental domains, or Trickery, or...

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    Orc in the Playground
     
    BlackDragon

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    Feb 2007

    Default Re: Good, Law, Chaos and Evil domains

    They are the only ways to get Holy Smite/Word and the other variations, and therefore the only way to qualify for making aligned weapons. That in itself is quite solid. Compared to some of the other freaking broken domain abilities, +1 CL is not so great.

  5. - Top - End - #5
    Ogre in the Playground
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    Default Re: Good, Law, Chaos and Evil domains

    They also are kinda okay if you're going to make a summoning cleric.. as that means your aligned summons get an extra round of life..

  6. - Top - End - #6
    Pixie in the Playground
     
    ClericGuy

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    Default Re: Good, Law, Chaos and Evil domains

    Align Weapon is 2nd level cleric spell

  7. - Top - End - #7
    Firbolg in the Playground
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    Default Re: Good, Law, Chaos and Evil domains

    Quote Originally Posted by Iamdead7 View Post
    Align Weapon is 2nd level cleric spell
    I think he means you need the domain spells in order to craft aligned weapons... which is a rather specific purpose that's probably not worth burning a whole domain on.

  8. - Top - End - #8
    Pixie in the Playground
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    Default Re: Good, Law, Chaos and Evil domains

    If we can get into homebrew territory, I usually have the domains let you turn outsiders of the opposite alignment, a la the Earth, Air, Fire, and Water domains. It certainly makes as much sense as being able to turn undead, or elementals.

  9. - Top - End - #9
    Titan in the Playground
     
    Kurald Galain's Avatar

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    Default Re: Good, Law, Chaos and Evil domains

    It would seem that overall, the problem is that there is a plethora of domains in existence, but only a handful that are actually considered worth taking on charop boards.

    In other words, the power level varies wildly between domains.

    Btw the healing domain's main purpose is, I suppose, being taken by Arcane Disciples.
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  10. - Top - End - #10
    Ogre in the Playground
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    Default Re: Good, Law, Chaos and Evil domains

    Quote Originally Posted by doorknobdeity View Post
    If we can get into homebrew territory, I usually have the domains let you turn outsiders of the opposite alignment, a la the Earth, Air, Fire, and Water domains. It certainly makes as much sense as being able to turn undead, or elementals.
    That makes some sense, but isn't it a bit too powerful? The alignments are a mixture, see: so there are loads of outsiders with "Law" in their alignment - you get three types of targets instead of the one that the other domains grant.

    Perhaps you could sacrifice Turn / Rebuke Undead to get Turn / Rebuke Opposite Aligned Outsider?

    By the way, if you were going to turn or rebuke an outsider due to their alignment, which get rebuked and which are turned? With undead its evil characters who get to control undead - should evil characters get to control good outsiders though?

    Sorry to open the wormy can, but hey: it was asking for it.

  11. - Top - End - #11
    Bugbear in the Playground
     
    PlatinumJester's Avatar

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    Default Re: Good, Law, Chaos and Evil domains

    Quote Originally Posted by Chronos View Post
    I dunno... They're not quite as bad as the Healing domain, but they're still a lot weaker than any other domain. Most of their spells are already on the cleric list (Law gives you two new spells; the others give you only one), and the granted power doesn't give you any new capabilities, it just slightly increases the power of a small number of your spells (really, how many spells are there with the alignment descriptors?). It just doesn't really stand up to Travel, or Strength, or Luck, or the elemental domains, or Trickery, or...
    I like the healing domain. It means that you don't have to waste a spell slot on healing spells.
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  12. - Top - End - #12
    Ogre in the Playground
     
    Illiterate Scribe's Avatar

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    Default Re: Good, Law, Chaos and Evil domains

    Quote Originally Posted by PlatinumJester View Post
    I like the healing domain. It means that you don't have to waste a spell slot on healing spells.
    Er ... spontaneous healing?

  13. - Top - End - #13
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    Jasdoif's Avatar

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    Default Re: Good, Law, Chaos and Evil domains

    Quote Originally Posted by Altair_the_Vexed View Post
    By the way, if you were going to turn or rebuke an outsider due to their alignment, which get rebuked and which are turned?
    I suppose you'd turn/destroy creatures of the opposing type and rebuke/command/bolster creatures of the same type, just like you do with elemental turning.
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  14. - Top - End - #14
    Bugbear in the Playground
     
    PlatinumJester's Avatar

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    Default Re: Good, Law, Chaos and Evil domains

    Quote Originally Posted by Illiterate Scribe View Post
    Er ... spontaneous healing?
    Er, well, um. y'see, er...REJECTED.

    Yeah thats my argument and I'm sticking to it. Though I will admit that their are better domains.
    Own it, pwn it, nuke it, sheep it, eat it, quick re -right it, Joe it, turn it, turnip, pimp it, gimp it, dot it, rock it, spec re - spec it...

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